MA project

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MA project Interface Everyday Things Central Saint Martins, University of the Arts London Š 2010-2013 Shin Nishimura

http://cargocollective.com/s_nishimura1

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Explorations of this project on Vimeo http://cargocollective.com/s_ nishimura1/MA-project

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Everyday objects provide unique feels when they are manipulated. Some of them derive from materials and some are from engineered structure. Moreover everyday things, becaues of the commonness, are easily recognized by sight. This project attempted, from the two perspectives, to explore future form of interactions; how we could use everyday things as metaphor and their physical properties to expand digital information experiences.

INTRODUCTION

The concept of “physical computing” enables a conversion between the real world and the virtual domain. Related sensors and electronic components convert various forms of physical energy / information into digital ones; such as motion, temperature, light, distance, flex, pressure, humidity, acceleration can be detected and converted into electrical energy. The electrical signal is processed with related softwares and transformed into tangible (mechanical movements) or intangible representation (digital moving graphic images, video or sound output). Greenwold (2003, p.11) defines ‘physical computing as human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces.’ This project attempted to explore a potential of everyday things for human-machine interactions.

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The concept of affordance is a key when it comes to objects as metaphor. It refers to the perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could be used’ (Norman 2002, p.9). It refers not only to the use of objects but also to perception of objects: the relationship between perceived objects' properties and possible functions we come up with. Regarding objects, ‘what an object afford us is what normally pay attention to’ (Gibson 1986, p.134). We grow up seeing and feeling real-world objects and develop perceptual skills. We have an ability to instantly recognize what objects would be like, how to use and possible functions we could enjoy with them. A shape, size and material of objects provide clues to the operation of the things (Norman 2002).

AFFORDANCE

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OBJECTS A S ME TAPHOR Even though affordances of certain object vary from one person to another depending on one’s cultural background and imagination. However, it can be said that there is a basic affordance of each object: general ideas of how to use it. Therefore, when being used as an interface, everyday artifacts could work as metaphor to convey clues of interactions; we could anticipate the ways of operation and feedback from the objects. By making a connection between the perceivable meanings of objects and digital output, we might be able to effectively communicate with users about the interactions.

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MIT Tangible Lab envisioned a seamless extension of the physical affordances of the objects into the digital domain taking advantage of graspable and manipulatable physical properties of objects. Whilst Graphic User Interface (GUI) is limited to use of mouse, keyboard or touchscreen, Tangible User Interface (TUI) was thought to go beyond the screen-based interactions and optimize our dexterity. It could optimize our haptic sense and peripheral attention to achieve more intuitively perceivable and munipulatable interactions.

PHYSICAL PROPERTIES OF OBJECTS

MusicBottles and I/O Brush by MIT Media Lab Tangible Media Group

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The quality of being manipulatable by putting a muscle seemed to be a key factor to enjoy the perceptual coupling between the operation of the objects and digital feedback. Some objects require putting more strength than others for users to operate them. That sense of physical qualities could create more engagement with objects or interactions with machines.

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PERCEPTUAL INCONGRUIT Y Using technology and altering functions of everyday objects could create a surprise! in the perception of the objects. We are familiar with those objects and already have general idea about how to use and what to use for. Incorporating the concept of physical computing and augmenting "everydayness" of everyday things, rather than making an interactive machine from scratch, was anticipated to produce and intensify the surprise in the interactions.

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Besides creating new communication experience, it can be said that AR technology enables experiencing a shift in the perception of the real world. AR sekai camera, for instance, allows its users to overlay virtual tags over the cities where we actually live. It is noteworthy case in that the App augments this real familiar world and creates a simple surprise in users; they can see something different happen in familiar views. Compared to VR (virtual reality), the fragment of the physical world, everydayness, could intensify the experiences.

[Top] Sekai Camera by Tonchidot Corp. is a popular Japanese social AR app that allows users to leave virtual post-its to the real physical space, which can subsequently be read by anyone using the same app [Bottom] AUGMENTED (HYPER) REALITY, 2010 by Kenichi Matsuda. This video project presented his vision of the modern city as an immersive interface, in which the real physical world is overlaid by the digital world. http://cargocollective.com/s_nishimura1

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"Fine Collection of Curious Sound Objects" creates sound objects using everyday objects and a surprise in intercations with everyday artifacts. The sounds are synchronized with operation of those objects and look like coming out from the objects themselves. The surprise comes from the distortion of connection between perception and functions of everyday objects.

FINE COLLECTION OF CURIOUS SOUND OBJECTS project by Georg Reil and Kathy Scheuring, January 2010 http://www.geschoir.de/soundobjects/ 10


The surprise could be converted into users' direct engagement with objects and interactions. Unexpected feedback makes fun in usual interactions with objects. This concept has a potential to encourage people to do certain action withour extenal

"The world's deepest bin" & "Piano Staircase The Fun Theory" by Volkswagen in Stockholm, Sweden, in 2009. http://www.thefuntheory.com/

rewards, to tackle social or environmental issues whicih require a sense of altruism.

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FUTURE What form of human-machine interactions could be expected ? The concept of "Disappearing Computer" attempts to see how information technology could be integrated into everyday artifacts and how this could support and enhance our lives. Mark Rolston at Frog Design mentions that 'thanks to embedded and connected sensors, computing device could be more contextual aware.' Various (wireless) sensors and encordable tags are incorporated into an increasing range of products and would enable, I anticipate, technological devices to look non-technological. Computer could be more conceptual and embedded into traditional common artifacts as container.

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CUSTOMIZE INTER ACTIONS Everyday artifacts could be equipped with sensors and wireless connection and operate certain function on computer. Users would select an object to activate certain function. This concept prjects a seamless interactions where computer functions would be embodied and customizable.

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